Hi. First of all, as always, congratulations for your mods. I have problems with this settlement, it seems to work, I can send settlers, I have assigned Evan to pick potatoes, I can build, etc. but, on the map, it does not appear to me as a normal settlement, neither the number of settlers nor the %happiness appears. The supply lines do not appear either. I have tried both versions: esp and esl and nothing. I am using the mod NUKA WORLD SETTLEMENTS - NUKA PARK SETTLEMENTS PLUS by Jackapoint. Any suggestions?
i suggest building a transporter in the location, so you can fast travel there in one load using this mod. https://www.nexusmods.com/fallout4/mods/14799
Thank you very much for your reply.but my problem is not transporting to the site.I just can`t get Evan`s Home to work as a normal settlement. surely I must have some mod that is preventing this. I`ve been trying for a while to find out which one , but nothing at all. I still don`t have this beautiful site.
Did you ever figure out what the issue was? I have the same experience. Evan is recruitable, I can build at his home. I can send settlers there. However it does not show on my workshops list, and on the map it does not show the settlement stats. This is the only mod I have that affects Nuka-World in any capacity right this moment, too.
Could you open your mods in FO4Edit? It's possible the Location record is overwritten by another mod. (You can also try placing this mod at the bottom of you load order).
Hi, it's weird, I can use the settlement but Evan is not assigned to it and I can't change things, also I can't see the settlement boundaries to know where to build, is it done on purpose like that?, and the initial happiness appeared at 20, it's weird🤔
well what do you know, i just watched a video about how there was no meaningful way to remember this guy, the addition to the game was heartfelt, but to most players it was nothing but a footnote because of how they implemented him into the game, and in that video the wish was that someone would try to imortalize evan in a more meaningful way, and he suggested they bethesda should have done what this mod does, turns his location into a workshop build location.
I have always liked Evan and in my game, I always set up a temporary settlement at his home to add turrets, decorations, etc.. Then I open his inventory using console commands and give him good armor and weapons. Not sure he needed any of it, but did not like the idea of him out there with a pipe pistol where it is so dangerous.
Downloaded this mod and have moved him to safety at my Taffington Island settlement (mod) which is heavily fortified. I didn't want to make him a guard and was worried he didn't have the lines to be a vendor, so Evan is assigned to a resource station that makes ammunition (Northland Diggers). So happy to have him where I can interact with him more. Great mod for a great NPC and I have encountered no problems using it.
If you haven't made previsibines, it means nothing is scrappable there? Also, I read in the comments it's not a full settlement where there can be more settlers, is that right or am I mistaken?
Okay, I wouldn't want to scrap those anyway, but I was wondering if maybe some tree stumps or fences or something else got in the way and aren't scrappable. Do settlers come here with a radio beacon or can we only send them from some other settlement? (btw I think Evan shouldn't be able to be moved from here but you do you.) And do caravans work etc like in regular settlements? Thanks!
Yes, it's a "full settlement" actually with a few exceptions. Recruitment radio beacons should attract new settlers there and you can send there settlers too. The settlement shows up in the Pip-Boy >> Workshop list once unlocked. The exceptions are that Brahmins can't show up along with new settlers and it's not vulnerable to random settlement attacks.
When a beacon attracts a new settler, there's a chance a brahmin shows up along with the new settler. (It's somewhat similar to the guard settler and synth spawn chance actually). It's a vanilla feature that can be turned off for a settlement. Caravans work yes.
Oh another one (yay), I have them all! Just wondered if you have raider Avery (Sinjin's crew) on your list? Surely she now wants to work for The Shroud :D
A nice little settlement in the very south of Nuka-World. I combined Recruit Evan as Settler - Evan's Home as Settlement with Recruit Sierra Petrovita as Settler to start settling. Unfortunately, both NPCs lose their German voice acting after recruitment. Sierra P. could still be lured to the settlement, normal settlers could only be summoned with the Population Manager from SKK Workshop Ownership Utilities, because the settlement showed five errors and a warning at the workshop keywords according to the SKK analysis. Evans Home does not show up on the map or in the workshop list.
Currently, seven settlers are moving around the fenced construction area, guarded only by dogs, drinking Nuka-Cola and defending the settlement with their Quantum thirst zappers (see pictures).
These LocRefTypes are missing on purpose. Unfortunately I forgot to write it in the descrption that you can't attract new settlers at the location and it can't be attacked either. Can you see the happiness percentage and population count in your Pip-Boy map if you travel far away (preferably fast travel) then travel back?
Ah nice! Nuka World is lacking in settlements for sure. Glad to see Evan and his home become one! If you're feeling up to it, perhaps the Dunmore Homestead could also be turned into a settlement? And perhaps the Hubologist's Camp? With both parties being potential settlers for them! Hubologists only available after completing their quest. They return to their camp and live there sort of deal.
I've mentioned before, but do you think for Far Harbour you could turn Andre Michaud and, one I forgot to mention before, Jared Gresham into settlers? I figure Jared might be interested in joining you after saving him, and Andre wants to repay his debt to you for saving his life.
Regardless, I love all your work! I am a sucker for unique settlers, and have downloaded almost all of your settler mods!
Correct. I have used that mod in the past. It's definitely pretty good, however my current save file has incompatibilities with said mod. So not feasible for me right now. LarannKiar has done impressive work so far, and I believe they could do their own take on the Hubologists' Camp as a settlement, with said Hubologists as settlers. Of course, it's only a suggestion, and completely up to Larann!
54 comments
I have problems with this settlement, it seems to work, I can send settlers, I have assigned Evan to pick potatoes, I can build, etc. but, on the map, it does not appear to me as a normal settlement, neither the number of settlers nor the %happiness appears. The supply lines do not appear either.
I have tried both versions: esp and esl and nothing.
I am using the mod NUKA WORLD SETTLEMENTS - NUKA PARK SETTLEMENTS PLUS by Jackapoint.
Any suggestions?
https://www.nexusmods.com/fallout4/mods/14799
Downloaded this mod and have moved him to safety at my Taffington Island settlement (mod) which is heavily fortified. I didn't want to make him a guard and was worried he didn't have the lines to be a vendor, so Evan is assigned to a resource station that makes ammunition (Northland Diggers). So happy to have him where I can interact with him more. Great mod for a great NPC and I have encountered no problems using it.
Just wondered if you have raider Avery (Sinjin's crew) on your list? Surely she now wants to work for The Shroud :D
[03/11/2023 - 06:02:50PM] SKK_WUTestWorkshopKeywords_99366 log opened (PC-64)
[03/11/2023 - 06:02:50PM] SKK_WUTestWorkshopKeywordsScript,[workshopscript < (FE00500A)>],[Cell <RecruitEvanDLC04POIRJ05 (0600319E)>],ERROR Workshop Location [Location < (FE005001)>] has no location MapMarkerRefType
[03/11/2023 - 06:02:50PM] SKK_WUTestWorkshopKeywordsScript,[workshopscript < (FE00500A)>],[Cell <RecruitEvanDLC04POIRJ05 (0600319E)>],ERROR WorkshopParent registered workshop has no MapMarker
[03/11/2023 - 06:02:50PM] SKK_WUTestWorkshopKeywordsScript,[workshopscript < (FE00500A)>],[Cell <RecruitEvanDLC04POIRJ05 (0600319E)>],ERROR WorkshopParentRegistered Workshop Location [Location < (FE005001)>] missing LocationRefType MapMarkerRefType (fundamental error).
[03/11/2023 - 06:02:50PM] SKK_WUTestWorkshopKeywordsScript,[workshopscript < (FE00500A)>],[Cell <RecruitEvanDLC04POIRJ05 (0600319E)>],ERROR WorkshopParentRegistered Workshop Location [Location < (FE005001)>] missing LocationRefType LocationCenterMarker (fundamental error).
[03/11/2023 - 06:02:50PM] SKK_WUTestWorkshopKeywordsScript,[workshopscript < (FE00500A)>],[Cell <RecruitEvanDLC04POIRJ05 (0600319E)>],ERROR: WorkshopParentRegistered workshop missing WorkshopLinkSpawn so new settlers may not arrive.
[03/11/2023 - 06:02:50PM] SKK_WUTestWorkshopKeywordsScript,[workshopscript < (FE00500A)>],[Cell <RecruitEvanDLC04POIRJ05 (0600319E)>],WARNING WorkshopParentRegistered Workshop Location [Location < (FE005001)>] missing LocationRefType WorkshopRefType (Quests may not pick this workshop).
[03/11/2023 - 06:03:03PM] Log closed
Currently, seven settlers are moving around the fenced construction area, guarded only by dogs, drinking Nuka-Cola and defending the settlement with their Quantum thirst zappers (see pictures).
If you're feeling up to it, perhaps the Dunmore Homestead could also be turned into a settlement? And perhaps the Hubologist's Camp? With both parties being potential settlers for them! Hubologists only available after completing their quest. They return to their camp and live there sort of deal.
I've mentioned before, but do you think for Far Harbour you could turn Andre Michaud and, one I forgot to mention before, Jared Gresham into settlers? I figure Jared might be interested in joining you after saving him, and Andre wants to repay his debt to you for saving his life.
Regardless, I love all your work! I am a sucker for unique settlers, and have downloaded almost all of your settler mods!
https://www.nexusmods.com/fallout4/mods/23895
LarannKiar has done impressive work so far, and I believe they could do their own take on the Hubologists' Camp as a settlement, with said Hubologists as settlers.
Of course, it's only a suggestion, and completely up to Larann!
https://www.nexusmods.com/fallout4/mods/47324